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rules:health_and_recovery:start [2024/01/11 22:08] – [Injury Mechanics Detail] traff | rules:health_and_recovery:start [2024/09/27 09:43] (current) – removed traff | ||
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- | ====== Health and Recovery ====== | ||
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- | ===== Player' | ||
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- | **Resting: | ||
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- | **Hit Dice Recovery:** At the end of a long rest, players regain spent Hit Dice up to a maximum of half their total Hit Dice (rounded down). | ||
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- | ---- | ||
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- | ===== Death and Revival ===== | ||
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- | **Standard Rule**: Players can be revived through spells or magical effects. | ||
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- | **Homebrew Rule**: There is a 50% chance (roll of 11+ on a d20) that any revival attempt fails, regardless of the method used. | ||
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- | **Increasing Difficulty**: | ||
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- | **True Resurrection**: | ||
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- | ---- | ||
- | ===== Injury Mechanics Detail ===== | ||
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- | Injuries in this campaign are significant and can have lasting effects on characters. Below are detailed mechanics for each type of injury, including how they can be quickly treated and the time required for full treatment. | ||
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- | **Head Injuries**: | ||
- | * **Effects**: | ||
- | * Concussion: Disadvantage on attack rolls, saving throws, and ability checks for 1d8 rounds. | ||
- | * Blurred Vision: Disadvantage on attack rolls and Perception checks for 1d4 rounds. | ||
- | * Dazed: Half movement speed, cannot take reactions for 1d4 rounds. | ||
- | * Knockout: Unconscious for 1d4 rounds. | ||
- | * **Quick Treatment**: | ||
- | * **Full Treatment**: | ||
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- | **Arm Injuries**: | ||
- | * **Effects**: | ||
- | * Minor Strain: Disadvantage on attacks and skill checks using the injured arm until the end of the encounter. | ||
- | * Major Strain: Cannot use the injured arm for attacks or holding items for 1d4 days. | ||
- | * Dislocated Shoulder: Requires immediate medical attention; otherwise, the arm is unusable. | ||
- | * Broken Arm: Immobilized arm, requires long-term healing (1d4 weeks) or magical treatment. | ||
- | * **Quick Treatment**: | ||
- | * **Full Treatment**: | ||
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- | **Leg Injuries**: | ||
- | * **Effects**: | ||
- | * Sprained Ankle: Movement speed reduced by half until treated. | ||
- | * Deep Cut: Bleeding for 1d4 HP per turn, reduced movement until bleeding is stopped. | ||
- | * Broken Leg: Movement is severely impaired, crawling only, until set and healed. | ||
- | * Severe Break: Cannot stand or move, requires extensive healing (1d6 weeks) or magical treatment. | ||
- | * **Quick Treatment**: | ||
- | * **Full Treatment**: | ||
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- | **Torso Injuries**: | ||
- | * **Effects**: | ||
- | * Bruised Ribs: Disadvantage on Strength and Dexterity checks for 1d4 days. | ||
- | * Punctured Lung: Difficulty breathing, can perform only action or bonus action, not both, for 1d6 days. | ||
- | * Internal Bleeding: Loses 1d6 HP per turn until bleeding is stopped or treated. | ||
- | * Critical Organ Damage: Requires immediate stabilization; | ||
- | * **Quick Treatment**: | ||
- | * **Full Treatment**: | ||
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- | **Bleeding**: | ||
- | * **Effects**: | ||
- | * **Quick Treatment**: | ||
- | * **Full Treatment**: | ||
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- | **Note**: The Dungeon Master should use these injury mechanics to enhance the realism and challenge of the campaign. They are guidelines and can be adjusted for balance and narrative purposes. | ||
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- | [[rules: | ||